thought I´d create a thread about this project after showing already some screens in the What are you working on thread.
Team project (3 memebers) with the main topic colors. The 3 of us decided to make a game concept or prototype that has a environment and theme build upon the theme colors. What I will post here however is more focused on what I did on this project,- because that´s what I can tell best about.
- engine programming (flash as3)
- tool pipeline (maxscript)
- and various environment and character modeling, texturing, rendering
... and lots of other stuff that needs to be done in order create a demo at the end
before I start with updates now and then,- first some summary of what I did so far and what I have:
1. technology- or engine:
is basicly a set of camera mapping techiques in Flash with a simplified 3d rendering model. Controls will be just like in old Adventure games requiring only a mouseclick to move/ activate or do whatever, screens are most likely static with only the polygon objects in the engine moving.
All this is done using maxscript and Actionscript (flash scripting) together:
for that a important task was to copy the camera model from 3dsmax to my engine so that a single object still looks like it exists in the background rendering:
with some more tricky stuff its thus possible to blend rendering and realtime stuff together like:
here is another demo with a possible poly count for a characer beeing 300 triangles: http://www.renderhjs.net/bbs/flashki...o_chardesign2/
the earth or planet the main character lives on is called Suvat. It´s a planet where 1 side of it has the whole day night,- and the other part the whole day light because the sun doesn´t rotate around the planet but booth planet and sun rotate around a gravity center.
The game starts on the night side of the planet- since the other part is considered to be hazardous. So it´s like night all time at first in the game.
I started already with the first village where it starts,- named 'Rheta'
the pink path is a maxspline which will be read as vector path in the engine to enable pathfinding (walking automaticly around corners, obstacles,...) and to limit the area one can click/ walk to.
This is what it looks at the moment like:
(the renderer is mental ray within 3dsmax9)